1
0
mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-20 04:09:16 +00:00

Eliminate hsScalar and hsFixed

Modern CPUs support floats just fine... hsFixed was crazy.
This commit is contained in:
2012-01-21 02:03:37 -05:00
parent 5027b5a4ac
commit e020651e4b
584 changed files with 5401 additions and 6399 deletions

View File

@ -89,20 +89,20 @@ plAvTask::plAvTask()
}
// START
hsBool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
return true; // true indicates the task has started succesfully
}
// PROCESS
hsBool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
return false;
}
// Finish -----------------------------------------------------------------------------------
// -------
void plAvTask::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
void plAvTask::Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
}
@ -214,7 +214,7 @@ void GetPositionAndRotation(hsMatrix44 transform, hsScalarTriple *position, hsQu
// START
// Adjust our goal time based on our duration and the current time
hsBool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvSeekTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
fTargetTime = time + fDuration; // clock starts now....
fPhysicalAtStart = avatar->IsPhysicsEnabled();
@ -281,7 +281,7 @@ void CalcHandleTargetPosition(hsMatrix44 &result, plSceneObject *insert, plScene
// PROCESS
// Move closer to the goal position and orientation
hsBool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvSeekTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
hsQuat rotation;
hsPoint3 position;
@ -349,10 +349,10 @@ plAvAnimTask::plAvAnimTask()
// CTOR animName, initialBlend, targetBlend, fadeSpeed, start, loop, attach
plAvAnimTask::plAvAnimTask(const char *animName,
hsScalar initialBlend,
hsScalar targetBlend,
hsScalar fadeSpeed,
hsScalar setTime,
float initialBlend,
float targetBlend,
float fadeSpeed,
float setTime,
hsBool start,
hsBool loop,
hsBool attach)
@ -370,7 +370,7 @@ plAvAnimTask::plAvAnimTask(const char *animName,
}
// CTOR animName, fadeSpeed, attach
plAvAnimTask::plAvAnimTask(const char *animName, hsScalar fadeSpeed, hsBool attach)
plAvAnimTask::plAvAnimTask(const char *animName, float fadeSpeed, hsBool attach)
: fInitialBlend(0.0f),
fTargetBlend(0.0f),
fFadeSpeed(fadeSpeed),
@ -398,7 +398,7 @@ plAvAnimTask::~plAvAnimTask()
}
// START
hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
hsBool result = false;
if(fAttach)
@ -440,7 +440,7 @@ hsBool plAvAnimTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double
}
// PROCESS
hsBool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvAnimTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
// the only reason we need this function is to watch the animation until it fades out
hsBool result = false;
@ -579,7 +579,7 @@ plAvOneShotTask::~plAvOneShotTask()
// START
hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
hsBool result = false;
@ -664,7 +664,7 @@ hsBool plAvOneShotTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, dou
}
// PROCESS
hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
// *** if we are under mouse control, adjust it here
@ -675,7 +675,7 @@ hsBool plAvOneShotTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, d
{
const plAGAnim * animation = fAnimInstance->GetAnimation();
double endTime = (fBackwards ? animation->GetStart() : animation->GetEnd());
fAnimInstance->SetCurrentTime((hsScalar)endTime);
fAnimInstance->SetCurrentTime((float)endTime);
avatar->ApplyAnimations(time, elapsed);
if(--fWaitFrames == 0)
@ -778,7 +778,7 @@ plAvOneShotLinkTask::~plAvOneShotLinkTask()
}
// task protocol
hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
hsBool result = plAvOneShotTask::Start(avatar, brain, time, elapsed);
fStartTime = time;
@ -795,7 +795,7 @@ hsBool plAvOneShotLinkTask::Start(plArmatureMod *avatar, plArmatureBrain *brain,
return result;
}
hsBool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed)
hsBool plAvOneShotLinkTask::Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed)
{
hsBool result = plAvOneShotTask::Process(avatar, brain, time, elapsed);
if (fIgnore)